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      • KCI등재

        전자신문과 종이신문의 디자인 비교측정을 통한 소비자 선호도 분석에 관한 연구

        김관배(Kim Kwanbae),장중식(Jang Jungsik),정도성(Chung Dosung) 한국디지털디자인학회 2011 디지털디자인학연구 Vol.11 No.3

        Recently we tend to feel that the digitalization of various information is becoming more and more accelerated. This is no wonder because of the new media of the internet environment. Currently thanks to social network services a wide range of digital services are being developed and we are living comfortably in this service. However the problems caused by thoughtlessly digitalizing information appear in various places at present. Though upgrade is being done to overcome this since contents are being developed hastily without considering the consumers' demands or usability of users we are trying to understand information in confusion of the foreground and background information. Therefore this study compared various evaluated parts from design of electronic newspapers and paper newspapers through surveys and experiments and the findings could be summarized into three categories as follows. First information should be arranged and applied according to the purposes and various types of such as important information information that should be shown after being organized quickly and information that should be shown for a long time being recognized quickly etc. Second it is a matter related to the position where information is placed according to the type of information. The area where most eyes are focused on the upper left corner therefore information with the appropriate purpose should be expressed in the area where the headline is located. Third pictures of digital information and pictures of analog types leave challenges in that design should be implemented according to a variety of types of subscribers and information pattern. Thus it is expected that if the weight of future information centered on design is made with styles of design and patterns suitable for various types of information is kept in mind providing design style suitable for patterns of consumers in a more appropriate type of information will be useful. The reality is that development is being done by thoughtlessly recognizing importance of digitalization in various areas and increasing the value and classification system of information is not arranged prior to delivering the value. 최근에 다양한 정보가 디지털화하는데 더욱더 가속화되고 있다. 이는 인터넷 환경의 새로운 매체들 때문이다. 현재 소셜 네트워크 서비스로 다양한 디지털 서비스들이 개발되고 우리는 편안하게 생활하고 있다. 그러나 무분별하게 디지털화함에 문제점이 다양한 곳에서 나타난다. 물론 업그레이드를 하지만 소비자의 요구나 사용성을 중요하게 생각하고 컨텐츠를 개발하지만 급하게 개발되어 주정보와 부정보의 혼돈 속에서 정보를 이해하려하고 있다. 이에 전자신문과 종이신문디자인의 여러부분을 설문·실험을 통해서 비교·평가하였으며 그 결과 첫째 주요정보와 신속·정리정보 정보유형과 목적에 부합되게 정보를 정리해서 적용해야한다. 둘째 정보유형에 따른 위치사항으로 가장 많은 시선이 모이는 지역은 좌측 상단의 지역으로 헤드라인에 위치한 지역으로 적합한 목적의 정보를 표현해야 한다. 셋째 디지털과 아날로그 유형의 그림으로 이는 정보의 패턴과 그 유형에 따라서 다양한 구독자의 유형에 맞춰서 디자인을 이행해야하는 과제를 남기게 한다. 이에 다양한 정보의 유형에 맞는 패턴과 디자인의 스타일을 염두에 두고 향후 정보의 가중치를 중심으로 하는 설계가 이루어진다면 보다 적합한 정보의 유형으로 소비자의 패턴에 맞게 디자인스타일을 제공하는 것이 유용하리라 기대한다.

      • KCI등재

        MMORPG의 인터페이스에 대한 사용자의 인지 차이 비교 분석

        김관배(Kim Kwanbae) 한국디지털디자인학회 2008 디지털디자인학연구 Vol.8 No.1

        오늘날 우리나라는 정보화 선진국답게 정보통신의 발달로 전국적인 네트워크를 통하여 각종 정보통신 서비스산업이 급속히 발전하고 있다. 이러한 서비스산업 중 두드러진 것이 온라인 게임이다. 컴퓨터와 인터넷에 익숙한 청소년층과 중장년층에게 있어서 컴퓨터를 이용한 각종 온라인 게임은 단순한 오락의 의미를 넘어 하나의 문화이자 생활의 요소라 할 수 있다. 최근에 온라인 게임은 사용자의 다양한 기호에 따라 그 장르가 다양해졌으며 사용자의 요구를 만족시키기 위해서 게임의 콘텐츠 그래픽 성능 등 게임의 여러 요소들이 사용자에게 감성적으로 다가가는 방향으로 개발되어 질적인 면에 있어서도 크게 향상되고 있다. 현재 사용자들로부터 많은 인기를 누리고 있는 많은 MMORPG들의 경우 그 콘텐츠는 다소 차이가 있으나 게임의 인터페이스 구성요소는 크게 차이나지 않는다. 그러나 그 인터페이스는 구성요소의 디자인이나 레이아웃에서 차이를 보이고 있다. 본 연구는 서로 다른 인터페이스를 지니고 있는 여러 MMORPG들의 인터페이스들을 대상으로 사용자들이 어 떠한 인지 차이를 보이는가를 비교 분석함으로써 인터페이스 디자인의 인지도와 게임 인터페이스의 사용성을 향상시킬 디자인 방향을 모색하고자 하였다. 연구방법으로는 설문조사와 함께 아이트래킹실험 심층면접을 실시하였다. Today Korea goes under a rapid development in the telecommunication service industry with a help of the network in the national basis. The conspicuous factor within this wave is the online game craze. For the wide range of people from teenagers to mid aged people familiar with computers and internet the various online games extend from a simple recreation to an important factor of their life and culture. Recent online games come in various genres and higher quality aimed to satisfy the users' taste in the games' contents graphic and performance. In the case of MMORPG a popular genre of these online games have some differences in the contents while its interface composition are mostly alike; but its visualization - its design and layout - shows a fair distinction. This study targets these MMORPGs with various interfaces to see what cognitive differences the tested users show. Through the comparison& analysis of the retrieved data this study shed light on the direction of future interface design with easier cognition and better usability. Survey Research eye tracking experiment method and focused group interview has been used for this research.

      • KCI등재
      • KCI등재

        사용자 니즈(Needs) 분석을 통한 자동세탁기기 디자인 제안

        조남덕 ( Namdoc Jo ),김관배 ( Kwanbae Kim ) 한국산업디자이너협회 2019 산업디자인학연구 Vol.13 No.2

        The type of household in Korea is rapidly changing from one-person household to small-sized household. At present, 27.2% of households are in the form of one person, and 50% are in the case of one or two people. Domestic labor requires a lot of time for an individual who is doing everything alone. Although there have been a lot of developments in the washing machine, the laundry process has become more and more complicated due to various developments of the materials and the detailed usage of the laundry. The purpose of this study was to develop a washing machine design that can increase the value of life by identifying the needs of a single user in order to adapt to a rapidly changing lifestyle. First, as a research method, we analyzed the life - related data of the living and the living in order to understand the changes of lifestyle of the people. Second, related products and devices such as washing machines, dryers, and storage boxes were classified by types and characteristics, and detailed problems and improvements were made. Third, Journey Map was created through user questionnaire and diary analysis, and insight that user did not understand was derived. Based on this, design direction was set and final design was proposed. Through this study, the proposed new automatic washing machine will provide convenience to a single user as a product that reduces the time of washing labor and makes a more worthwhile life. It is also expected to expand the business domain by forming new home appliances category.

      • KCI등재

        폐자전거를 이용한 업사이클링 제품 개발에 관한 연구

        조영환 ( Younghwan Cho ),김관배 ( Kwanbae Kim ) 한국산업디자이너협회 2019 산업디자인학연구 Vol.13 No.2

        This study examined upcycling, which is a kind of megatrend in the 21st century, abandoned bicycles recognized as social problems, and developed upcycling products using waste bicycles. The design for the environment is the biggest problem of modern society and it has raised the importance of sustainable design and upcycling. The sustainable design industry is getting highlighted worldwide. It is necessary to develop upcycling products as a way to solve abandoned bicycles that are recognized as social problems. As a research method, we looked at the theoretical consideration of upcycling and the current status of upcycling brands both at home country and abroad, and looked for the trends and values of upcycling and applied them to products. The status of abandoned bicycles was investigated through statistics and articles, suggesting the importance of the problem and the necessity of upcycling. After examining the types and characteristics of bicycles and organizing morphological characteristics by type, the structure of bicycles and characteristics of each part were summarized. We divided the functional classification of the bicycle into a frame, steering wheel, driving system, wheel, and then looked at the shape of parts belonging to each classification and parts that can be used for upcycling. We produced up-cycling products that maximize the use of bicycles that are discarded by making one product for each category. Through this study, we aim to improve the social awareness of resource circulation and upcycling by presenting new utilization plan of an abandoned bicycle.

      • KCI등재

        3D프린터 착탈식 하이브리드형 Hot End 디자인 연구

        정도성 ( Dosung Chung ),김관배 ( Kwanbae Kim ),장중식 ( Jungsik Jang ) 한국산업디자이너협회 2017 산업디자인학연구 Vol.11 No.1

        The technology of the 3D printer has currently been developed in the research field of the product design and the manufacturing field. Unlike the existing manufacturing method, prototypes can be produced without molds such as casting. Currently, they are mainly used in the development stage of prototypes in the manufacturing field, and it takes some time but they believe that suitable production and suitable consumption would be possible. What is important here is in the CMF finishing process. In the case of color, part of color that is implemented is an important matter with material. At present, researches are actively carried out closely with current nano-fusion technology. In addition, research and development to examine whether the actual numerical value of the finishing technique can be utilized in real life is carried out. Furthermore, the importance of design research and development is rising in the hot-end part of 3D printers. This study investigated the relationship between physical aspects and design aspects, and then investigated the effect of effective design hot end style on product functionality. In 3D printer technology, it is now possible to produce small quantity batch production of small-sized enterprises by supplying DIY kit, which can be produced at home alone, unlike the old one, which needed high usage fee, and which provides a new opportunity of job creation for domestic small and medium enterprises. It is anticipated that designing products optimized for individuals in the new era will be activated in the future.

      • KCI등재후보

        제품디자인의 소비자 감성측정 및 분석 사례 연구 Ⅱ : Stapler 디자인 연구를 중심으로

        정도성(Chung Dosung),김관배(Kim Kwanbae) 한국디지털디자인학회 2008 디지털디자인학연구 Vol.8 No.2

        오늘날 디자이너는 과거와 다른 소비자 원하는 바를 알 아낼 수 있는 기술이 요구되게 되었다. 이는 현재 디자이너들이 소비자의 기호도를 분석하고 원하는 바를 찾아 내어 신제품에 반영하여야만 하기 때문이다. 결국 디자이너는 유비쿼터스 환경에서 생활하고 있는 소비자에게 새로운 가치를 제공하여야만 한다. 과거 산업사회에서 대량생산 대량소비를 이행했던 산업구조와는 달리 현재는 다품종 소량생산방식을 채택하고 있기 때문이다. 본 연구는 과거 선택의 폭이 좁았던 상황과는 달리 다양한 제품이 속출하는 현 시대상황에서 소비자의 기호도를 측정·분석하여 소비자에 맞는 제품을 개발하기 위한 기초 연구를 하였다. 연구의 사례로는 stapler를 선정하였으며 이를 대상으로 디자인요소에 대한 소비자 감성을 측정 분석함으로써 소비자를 통하여 선별할 수 있는 새로운 감성요소의 측정 및 분석방법과 그 사례를 개발하고자 하였다. It is required for modern designers to precisely understand what consumers want and have it reflected in new products and therefore designers should be capable of reading the minds of consumers which means designers should be able to provide new values for consumers living in an 'ubiquitous environment' because the mode of modern day production is contrary to conventional mode 'small quantity large variety.' In this study a research was done on preference of consumers to develop products which will satisfy consumers in a modern day market where new products are constantly supplied. A case of research and development of stapler design was selected as a subject of this study through which influence of product design elements on consumer sensitivity was analysed and methods of measuring and analysing consumer sensitivity was considered.

      • KCI등재

        시계 디자인에 있어서 디지털과 아날로그 제품의 소비자 선호도에 관한 연구

        장중식(Jang Jungsik),김관배(Kim Kwanbae),정도성(Chung Dosung) 한국디지털디자인학회 2011 디지털디자인학연구 Vol.11 No.3

        오늘날 정보통신 서비스의 발전으로 인해서 소비자의 생활환경은 홈 엔터테인먼트 스마트 하이브리드 자동차 지능형 로봇청소기 각종 생활환경의 서비스 등 다양한 부분에서 디지털화되고 있다. 그러나 현재 우리는 디지털화가 되는 것이 모든 분야에서 업그레이드되는 것으로 생각하고 쉽게 받아들이고 있다. 이에 다양한 측면에서 사용상 오류현상이 나타나고 있다. 이는 정보의 그룹별 분류체계가 주정보인지 부정보인지를 소비자 중심으로 반영하여 설계하지 않기 때문이다. 본 연구에서는 디지털시계와 아날로그시계를 중심으로 목적에 부합되는 소비자의 반응과 선호도를 설문조사와 실험을 통해서 알아보았다. 그 결과로는 시 분 초에 대해서는 아날로그 스타일이 디지털 스타일보다 인지능력이 뛰어나서 짧은 시간에 인식이 가능했으며 다만 아날로그시계에 있어서 그 굵기에 따라 표현에 차이가 있어서 얇은 스타일보다는 인식력이 뛰어난 굵은 것을 선호했으며 시간을 알리는 글씨에 있어서도 보다 굵은 글씨를 선호했다. 디지털스타일의 경우에는 방법이 일정하고 균일한 패턴으로 되어 있고 표현하는 부분이 작은 부분으로 제한되어 있어서 집중도는 높았으나 전체적인 측면에서 현재의 시점정보를 이해하는 측면에서 숫자를 생각하고 이해하여 아날로그보다 시간이 더 걸리는 단점도 있었다. 이에 디자인의 일방적인 표현방식의 적용이 소비자의 인지내용과 깊은 연관이 있음을 증명했다. 디자이너들은 제품개발시 소비자 중심으로 소비자의 인지성에 중심을 두고 방법을 신중하게 적용해야 만 할 것이다. Today due to development of the information communication service a consumer's living environment is digitalized in various parts such as home entertainment smart hybrid cars intelligent robot vacuum cleaners and services concerning various living environments. However at present we easily accept the present conditions thinking digitalization is being upgraded in all areas. Accordingly operational errors are appearing in various aspects. This is because a group classification system is not designed whether it is foreground information or background information by reflecting consumer orientation. This study examined the contents related to cognition through surveys and experiments focusing on preferences and consumer reactions consistent with the fundamental purpose based on digital clocks and analog clocks. The findings have shown that since cognitive ability of the analog style is superior to the digital style the hour minute and second could be recognized in a short time. However in case of analog clocks consumers preferred thick ones which are highly recognizable to thin styles because the expression of the thickness is different and preferred letters for informing time. The digital style had a disadvantage in that it takes more time than analogs to understand present information overall though the concentration is high because of its method being constant in a uniform pattern and the expressed part is limited to a small part. In this manner this experiment verified that application of the unilateral representation of design is deeply related to a consumers' cognition. Therefore when developing digital products designers should apply design methods carefully focusing on the kind of recognition which the consumers want along with consumer oriented scrutiny.

      • KCI등재

        특성화고등학교에서 발견학습을 활용한 캐릭터디자인 교육에 관한 연구

        왕미영 ( Miyoung Wang ),김관배 ( Kwanbae Kim ) 한국산업디자이너협회 2018 산업디자인학연구 Vol.12 No.1

        Character design education in specialized high Schools aims to develop students' ability to experience new character-specific concepts and styles based on their creativities and to solve problems on their own. In other words, it is important to learn attitudes to develop design based on self-directed learning by actively participating in class considering the characteristics of character design education which focuses on practices. In addition, it is important for the students to develop their design ability to identify the unique characteristics of the characters and to give original formality to them. The purpose of this study is to develop and present the character design education program using discovery learning in order to more efficiently bring educational effects to the character design education in specialized High Schools. First, it was tried to establish the basic direction and the ground of this study by examining the purpose of character design education through literature review and surveying and analyzing the current state of education. In addition, through the literature review, discovery learning which will be used for improvement of existing character design education course was reviewed theoretically. Based on these researches, it was explored how to use discovery learning in character design education course. Through this, Character Design Educational Curriculum using Discovery Learning which consists of six stages such as introduction, data observation, presentation and observation of additional data, generalization reasoning, application and expansion, was developed and presented. Next, the character design education course developed through the field study was conducted in the educational field and evaluated through post - questionnaire survey. In the survey, students showed high satisfaction, which verified the effectiveness of this program.

      • KCI등재

        3D프린터 발전에 의한 디자이너 환경변화에 관한 연구 ; 하이브리드형 메카니즘과 혁신 제품디자인 중심으로

        정도성 ( Doseung Chung ),김관배 ( Kwanbae Kim ),장중식 ( Jungsik Jang ) 한국산업디자이너협회 2019 산업디자인학연구 Vol.13 No.3

        3D printers that are active in R&D around the world generally adopt the lamination method. There are, of course, ways to cut through CNC. Yet, a fundamental difference is its manufacturing process since the material is cut through a cutting tool to produce the desired object. There is active development of design of hybrid type equipment that is compatible with CNC and other special functions abroad. Cutting and laminating are done at the same time with multi-function machine, which has a considerable effect on the competitiveness of new products of enterprises. This study tried to develop a hybrid type mechanism design which is competitive in Korea. Considering the value and possibility for multiple functionality in order to supply design manufacturing of a competitive 3D printer, the new hybrid type with multi-function becomes the main competitiveness. This study examined the mechanism and design of hybrid 3D printer and explored the possibility of developing 3D printer design and analyzed some pointed to be considered. The possibility of application of various kinds of firmware along with various PCBs in the current open source means the whole function, but this study tried to examine the contents of the hybrid type functional design based on actual developed cases which may have major competitiveness. It is also because personal development for a 3D printing area and new mechatronics design is required based on a new scarcity and value.

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